| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 19 | +4 | +6 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 9 | −1 | −1 |
| CHA | 18 | +4 | +6 |
Brave. Azurite has an advantage on saving throws against being frightened.
Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
Dagger. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (1d4 + 4) Slashing damage.
Stinging Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
Superority Dice * 4/ Short Rest
Maneuvers: Commander's Strike.
When you take the Attack action on your turn, you can forgo of your attacks and use a bonus action to direct an ally that you can see or hear you to strike using its reaction, adding the superiority dice to its damage roll.
Maneuvers: Parry.
When another creature damages you with an attack, you can use your reaction and expand your superiority die to reduce the damage you by the number you roll on your superiority dice +4.
Spellcasting. Azurite casts one the Following spells, using Charisma as the spellcasting ability (spell save DC 13, +4 to hit with spell attacks)
2/Day: Magic Missile
1/Day:
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